Batou667 said:
NoeL said:
Conservative gamers (predominantly young, white males - the market the bulk of gaming targets) are understandably content with the current state of gaming, and believe any and all attempts to include people that aren't them should be done silently off in the corner somewhere ("girls can have their girl games, gays can have their gay games, but don't compromise the industry that's serving me so well!").
Well... what's so wrong about this line of thinking, aside from the deliberately coarse way of putting it? We keep getting told that nobody's going to "take our games away" and that it's "not a zero-sum game". So, yes, I'd be perfectly happy if this hypothetical Liberal New Wave of gaming
didn't visibly alter the kind of games I'm currently enjoying. Unless you're implying that we
should expect gaming culture to alter, not just broaden?
Making games more enjoyable and accessible to others doesn't, or at least
shouldn't make them less enjoyable for you. If you
need your games to be sexist, homophobic etc. in order to enjoy them there's something wrong there, and I don't think the games industry should be encouraging that - regardless of whether or not it's more profitable.
The problem with not addressing these things in the AAA market is that the AAA market is far and away the most visible face of gaming to anyone not already part of the culture (and even within the culture there are plenty of people that will avoid any game that has the "indie" label because they assume it'll be cheap, artsy shit). For many people it
is gaming. It presents that barrier to entry, and it's also needlessly divisive to have "games" (for young, straight, white males), then "girl games", "black games", "gay games" etc. "Games" should appear accessible to everyone, rather than the narrow (though large) 'young, straight, white male' market. It's kind of the same thing with "hardcore" games vs "casual" games. The "hardcore gamers" spit on casual gamers because they're seen as the "other", but if we were able to culturally lump hardcore and casual gamers as "gamers" we'd see comradery instead of conflict. It's human psychology.
Batou667 said:
NoeL said:
Batou667 said:
The solution is to influence the market by voting with your wallet if you like what you see, and voting with your feet if you don't - not by trying to socially engineer an existing gaming culture to fit an agenda, or trying to legislate and dictate what people "ought" to like.
So you think people should just stay silent and wait for the games industry to read their minds? Why are you so against people offering their suggestions on how they could improve gaming? By the way, nobody is trying to legislate what people out to like.
No - far from staying silent, I think that the strongest message you can possibly send to the industry, and the one form of protest that they're 100% guaranteed to sit up and listen to, is by financially backing games/companies that reflect your tastes and values and conversely not buying games that you find boring or distasteful. If there's a demand, the market will cater to it, because what keeps the marketing executives at Activision up at night is the thought of how to get more money, not masterminding schemes about how they can best marginalise women and perpetuate racist stereotypes through the medium of pixels on a screen.
The "progressives" should put their money where their mouths are, and with the likes of Kickstarter that's easier than ever to actually do. What
isn't constructive is to emulate conservative clowns like Jack Thompson in making flimsy claims that X in games actually causes X in real life; or else go the moralising, awareness-raising slacktivism route by endlessly clamouring about how "problematic" everything in games is. If that's not at least an implicit attempt to dictate to people and shame them into changing their consumption habits, I'm not sure what is.
As I mentioned before, the visibility of the AAA market makes the playing field severely unlevelled. A AAA game with a metacritic score of 10% is still almost certainly going to sell more copies than an indie game rated 98% (with rare exceptions like Minecraft that breach obscurity). You could show both of those games to the people that bought the AAA game and find that 90% prefer the indie game, but they still bought the AAA game because they didn't know about the indie game. Smaller games will very rarely outsell AAA games based on quality and appeal because they just don't have the same market visibility.
And that's the problem in a nutshell. People won't get to "vote with their wallets" effectively until highly visible, SJW-approved AAA games hit the market, and that's not going to happen on its own because publishers can only look at what's been successful in the past when mitigating the risks of developing their next game. AAA games are just too expensive to produce to try anything new/risky, which is why we've seen so much homogenisation over the last generation. But again, the Joe "what's an indie?" Publics out there don't know any better - new AAA games, even if they look like boring slop to older/more experienced gamers, is "gaming" to them. It's what they're invested in, what they're looking forward to, what they know... and they're never going to know differently unless we serve them something different.
That is why progressive gamers are so vocal about change in the AAA market. Backing Kickstarter projects and financially supporting games that do everything right is important, and people are doing that too, but it's never going to be enough. The big publishers don't give a shit about a critically acclaimed indie darling that sold 50,000 copies when the latest schlock they squeezed out from between their buttcheeks sold 2 million (and again, it didn't sell 2 million because it was a better, more appealing game than the indie darling, it sold 2 million because it had market visibility with brand recognition, reviews, shelf space, lets plays, ads etc.)